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authorMike Erwin <significant.bit@gmail.com>2016-08-27 21:14:01 +0300
committerMike Erwin <significant.bit@gmail.com>2016-08-27 21:14:01 +0300
commit498583844fb7d0adbbc91d512f98885800cdf46e (patch)
tree310002ead2b845b2fd4dc056ea77724e89813be1 /source
parent9d3813e602b83c3aa61068e9c592eee4786636af (diff)
OpenGL: use new uniform color functions
Color picker code motivated these convenience functions. looks much better now.
Diffstat (limited to 'source')
-rw-r--r--source/blender/editors/interface/interface_widgets.c7
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c6
2 files changed, 4 insertions, 9 deletions
diff --git a/source/blender/editors/interface/interface_widgets.c b/source/blender/editors/interface/interface_widgets.c
index c22a3109a7f..f3c0b7225dd 100644
--- a/source/blender/editors/interface/interface_widgets.c
+++ b/source/blender/editors/interface/interface_widgets.c
@@ -2343,12 +2343,7 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
- const float scale = 1.0f / 255.0f; /* TODO: treat as sRGB? */
- const float outline_r = scale * (unsigned char)wcol->outline[0];
- const float outline_g = scale * (unsigned char)wcol->outline[1];
- const float outline_b = scale * (unsigned char)wcol->outline[2];
-
- immUniform4f("color", outline_r, outline_g, outline_b, 1.0f);
+ immUniformColor3ubv(wcol->outline);
imm_draw_lined_circle(pos, centx, centy, radius, tot);
glDisable(GL_BLEND);
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index bdc8bbce729..2cf32ff3128 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -746,9 +746,9 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
- float crosshair_color[3];
- UI_GetThemeColor3fv(TH_VIEW_OVERLAY, crosshair_color);
- immUniform4f("color", crosshair_color[0], crosshair_color[1], crosshair_color[2], 1.0f);
+ unsigned char crosshair_color[3];
+ UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color);
+ immUniformColor3ubv(crosshair_color);
immBegin(GL_LINES, 8);
immVertex2f(pos, co[0] - f20, co[1]);